90 lines
3.1 KiB
C#
90 lines
3.1 KiB
C#
using System;
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using System.Threading.Tasks;
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using Content.Server.Stunnable;
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using Content.Shared.Inventory;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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public sealed class InventoryHelpersTest
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{
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private const string Prototypes = @"
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- type: entity
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name: InventoryStunnableDummy
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id: InventoryStunnableDummy
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components:
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- type: Inventory
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- type: ContainerContainer
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- type: StatusEffects
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allowed:
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- Stun
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- type: entity
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name: InventoryJumpsuitJanitorDummy
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id: InventoryJumpsuitJanitorDummy
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components:
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- type: Clothing
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slots: [innerclothing]
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- type: entity
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name: InventoryIDCardDummy
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id: InventoryIDCardDummy
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components:
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- type: Clothing
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QuickEquip: false
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slots:
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- idcard
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- type: Pda
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";
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[Test]
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public async Task SpawnItemInSlotTest()
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{
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await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true, ExtraPrototypes = Prototypes});
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var server = pairTracker.Pair.Server;
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var sEntities = server.ResolveDependency<IEntityManager>();
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var systemMan = sEntities.EntitySysManager;
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await server.WaitAssertion(() =>
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{
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var human = sEntities.SpawnEntity("InventoryStunnableDummy", MapCoordinates.Nullspace);
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var invSystem = systemMan.GetEntitySystem<InventorySystem>();
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// Can't do the test if this human doesn't have the slots for it.
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Assert.That(invSystem.HasSlot(human, "jumpsuit"));
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Assert.That(invSystem.HasSlot(human, "id"));
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Assert.That(invSystem.SpawnItemInSlot(human, "jumpsuit", "InventoryJumpsuitJanitorDummy", true));
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// Do we actually have the uniform equipped?
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Assert.That(invSystem.TryGetSlotEntity(human, "jumpsuit", out var uniform));
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Assert.That(sEntities.GetComponent<MetaDataComponent>(uniform.Value).EntityPrototype is
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{
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ID: "InventoryJumpsuitJanitorDummy"
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});
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systemMan.GetEntitySystem<StunSystem>().TryStun(human, TimeSpan.FromSeconds(1f), true);
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// Since the mob is stunned, they can't equip this.
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Assert.That(invSystem.SpawnItemInSlot(human, "id", "InventoryIDCardDummy", true), Is.False);
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// Make sure we don't have the ID card equipped.
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Assert.That(invSystem.TryGetSlotEntity(human, "item", out _), Is.False);
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// Let's try skipping the interaction check and see if it equips it!
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Assert.That(invSystem.SpawnItemInSlot(human, "id", "InventoryIDCardDummy", true, true));
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Assert.That(invSystem.TryGetSlotEntity(human, "id", out var idUid));
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Assert.That(sEntities.GetComponent<MetaDataComponent>(idUid.Value).EntityPrototype is
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{
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ID: "InventoryIDCardDummy"
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});
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});
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await pairTracker.CleanReturnAsync();
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}
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}
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}
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